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IDProjectCategoryLast Update
0010183Valley 2Suggestion - GameplayJan 16, 2013 4:32 pm
Reporterisil Assigned To 
Status consideringResolutionopen 
Summary0010183: Relocate from Overlord Tower after Demonaica starts moving
DescriptionHave your home base (i.e. that room in the tower you spawn in when you die) be something else entirely after the main bad guy starts stomping around. It's a bit unrealistic for you to set up camp personally in his tower, unless I missed something in the story.
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

zaaq

Dec 29, 2012 1:02 am

reporter   ~0029353

Perhaps add a new dispatch mission to build your "anti-fort" when you've cleared enough windmills that you need to level up. The anti-fort allows the player to level up to the next tier of Mage classes and serves as the spawn point/spell testing area from that point on. If that seems watered down, it could also provide a "safe spot" to keep survivors from being stomped on.

isil

Dec 29, 2012 1:03 am

reporter   ~0029354

I like that. I also like going into the Overlord Tower to steal more mage classes though, so I'm conflicted.

Kio

Dec 29, 2012 3:00 am

reporter   ~0029360

Safe Spot seems a little too far in terms of balance. When the overlord comes knocking, I think even a heavy fort would do little to protect them, while hiding away in the safe spot with a large enough surplus of food, with just enough elite survivors to clear all needed missions without bringing up food costs, and barely managing 1 or 2 farms to not starve to death and keep morale at a minimum for order, you could clear away wind without any real strategy for what your survivors are doing...


As for story, most random people not part of the resistance don't know you've been infiltrating the overlord's forces to gain power to fight back, and the overlord isn't entirely aware that you are helping the resistance (but the other minions know you're at least fighting them). Then there's the fact that your oblivion crystal, powered by the overlord, resurrects you from death, bringing you back to somewhere safe (by the overlord's definition), and that would be your room in the overlord's tower.

zaaq

Dec 29, 2012 3:38 pm

reporter   ~0029366

Last edited: Dec 29, 2012 3:39 pm

There's a point when you destroy the crystal that resurrects you for free, after which you need to pay mana. I haven't gotten far enough on a playthrough to do that yet, but that might be a better time to release the "anti-fort".

@isil: Didn't realize that the Mage classes were stolen from the overlord. That does make things difficult. Alternate explanations, like a 1-way teleport to his base to steal stuff is rather strained as well.

@Kio: Wrt the "safe spot", I agree that it's too powerful. I wasn't thinking about what the gameplay consequences were when I said that. >_<

Maybe the building could do something to help w/ planning instead.
* Provide hints for important locations on the map, or
* allow the player to view game information for windy tiles?
There's a bunch of ideas for additional strategic content/improvements... but of course I can't find it now that I'd like to reference it ;)

isil

Dec 29, 2012 7:08 pm

reporter   ~0029374

A static building across all playthroughs that spawns after Demonaica begins moving would be sufficient, I think. Not really a place you can use to hide your survivors, but just a place that makes more sense for you to be after defecting.

It would likely have to be underground or something to justify having it never destroyed by Demonaica. When I made this suggestion I really had nothing more in mind than simply moving the Tree, the perk/mage sign and the escape to world map sign to a different area entirely. Purely aesthetic stuff while accenting the story in a more believable way.

Kio

Dec 29, 2012 8:50 pm

reporter   ~0029380

Maybe not a safe zone, but I did just get an idea.

I'm pretty sure, or at least it seems this way, that the overlord chases down the survivors, where they are on the map. Obviously some buildings take priority, but when near the overlord, he'll turn to them first. What about converting a cave of any type into a shelter, at least in the sense that they're safe from him tracking them, and when nearby, his movement will remain random (seeing the cave as nothing special) and is only dangerous to be hiding in when the caves are in his way.

Of course it wouldn't be right to be just any cave, it would have to be a dispatch mission to prepare the cave for living comfort, and said cave would be a safe place to revive at.

isil

Dec 29, 2012 9:03 pm

reporter   ~0029382

It isn't a bad idea, but I think as of now (at least on the default strategic difficulty) there are too many survivors for this mechanic to not be a bit unbalanced in favor of the player.

Kio

Dec 29, 2012 9:58 pm

reporter   ~0029383

1 cave at a time, max occupancy limit. Besides, doesn't hiding in a cave sound about normal for end of the world?

isil

Jan 16, 2013 4:32 pm

reporter   ~0029815

I like what has been done so far with this idea (i.e. having the little burrow at the beginning of the Overlord Keep area out in the wilderness), but unless I missed it, it is missing the perk/change class signs.

Issue History

Date Modified Username Field Change
Dec 29, 2012 12:14 am isil New Issue
Dec 29, 2012 1:02 am zaaq Note Added: 0029353
Dec 29, 2012 1:03 am isil Note Added: 0029354
Dec 29, 2012 3:00 am Kio Note Added: 0029360
Dec 29, 2012 3:38 pm zaaq Note Added: 0029366
Dec 29, 2012 3:39 pm zaaq Note Edited: 0029366
Dec 29, 2012 7:08 pm isil Note Added: 0029374
Dec 29, 2012 8:50 pm Kio Note Added: 0029380
Dec 29, 2012 9:03 pm isil Note Added: 0029382
Dec 29, 2012 9:58 pm Kio Note Added: 0029383
Jan 2, 2013 11:49 am tigersfan Internal Weight => Feature Suggestion
Jan 2, 2013 11:49 am tigersfan Status new => considering
Jan 16, 2013 4:32 pm isil Note Added: 0029815